Scrap Defence - Gameplay Guide

A post-apocalyptic tower defense where you defend your scrap pile from waves of mutants on a procedurally generated open field. No fixed paths — you maze the enemies with your towers.

The Basics

You start with 200 scrap and a pile in the center of the map. Enemies spawn from the edges and path toward your pile. If they reach it, they steal scrap and flee. If your pile hits zero and there's no scrap left anywhere, it's game over.

The game alternates between two phases:

  • Building — Place towers, plan your maze. Press Enter to start the next wave.
  • Defending — Towers fire automatically. Survive until all enemies are dead and all dropped scrap is collected.

There are 20 waves of increasing difficulty.

Controls

Input Action
1-5 Select tower type
Left Click Place selected tower
Escape Deselect tower
Enter Start next wave (Building phase)
Scroll Wheel Zoom in/out
Middle Mouse Drag Pan camera
Home Reset camera

Towers

Towers block enemy pathing (except Tar Pit), so placement is how you build your maze. You must always leave at least one path from every map edge to your pile.

# Tower Cost Damage Range Fire Rate Special
1 Scrap Gun 50 10 80 1.0s Reliable all-rounder
2 Tar Pit 75 2 70 Aura Slow 40% — enemies walk through
3 Explosive 125 25 100 3.3s AOE — 70-unit blast radius
4 Railgun 150 50 160 5.0s Long range sniper
5 Scrap Magnet 100 0 90 Aura Pulls enemies + slows 50%

Tar Pit is unique — it doesn't block pathing, so you can place it directly on enemy routes.

Scrap Magnet deals no damage but pulls enemies toward it and has the widest scrap collection range (90 units vs 30 for other towers).

All towers automatically collect nearby scrap drops.

Enemies

Type HP Speed Loot Appears
Shambler 50 40 10 Wave 1+
Runner 30 80 15 Wave 3+
Brute 150 25 30 Wave 6+

Enemies get tougher each wave: +15% HP and +5% speed per wave. Spawn rate also increases — starting at 1.5s between spawns, dropping to 0.3s by late waves.

When killed, enemies drop scrap on the ground. Drops last 10 seconds (they blink before expiring), so tower placement near kill zones matters for collection.

If an enemy reaches your pile, it grabs scrap and runs for the nearest edge. Kill it before it escapes or that scrap is gone for good.

Economy Tips

  • Killing enemies is your only income — don't let drops expire.
  • Tower scrap collection auras pull nearby drops automatically.
  • Scrap Magnets have 3x the collection range of other towers — great near kill zones.
  • Your pile shrinks visually as scrap decreases. If it empties, you lose.
  • Enemies that escape with stolen scrap permanently reduce your total economy.

Map

The grid is procedurally generated each game with obstacle clusters (rubble/ruins) covering ~8% of the field. These block both placement and pathing, creating natural chokepoints to build around.

Updated 2 hours ago
Published 1 day ago
StatusPrototype
PlatformsHTML5
Authorn8behavior
GenreStrategy
TagsTower Defense
AI DisclosureAI Assisted, Code

Development log

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